Seth fields multiple Marvel vs. Capcom 3 questions, no turbo speed option

Posted by Jonathan 'Catalyst' Grey • January 5, 2011 at 6:38 p.m. PST
Seth fields multiple Marvel vs. Capcom 3 questions, no turbo speed option Seth Killian posted quite a few responses recently on the Unity Boards to fans who had questions about Marvel vs. Capcom 3. Here's the run down.

Will there be a turbo speed selection for Marvel vs. Capcom 3, or is there just one speed that everybody has to adapt to?

Seth Killian: Nope, no "turbo" mode — just watching people wavedash and triangle jump at you will convince you that's probably not what you would wish for :)

What's good to know about the online play besides license cards? What new features will we see? — Kit

Seth Killian: As for online, there's some cool stuff but yes, that's yet to come.

Is it true you can mash 360 out of air-tags? — Clovr4Lyf

Seth Killian: Short answer is "kinda, BUT..."

"Mashing" counter (multiple, fast, indiscriminate inputs) won't get you out of every air-tag, but it can dramatically improve your chances. That would make air-tags mostly suck, except that when you mash counter and then no air-tag actually appears for you to counter, you will get an aerial S attack instead (S is the button you have to mash on). This is very bad for you.

If your opponent thought you were going to try and "mash out" of an air tag, they can just stop their combo and let your mashing result in a blank aerial S. These aerial S attacks vary by character, but in most cases they are extremely slow and leave you wide open.

How are you vulnerable? In the air, yes, but sometimes a blank aerial S attack (the result of mashing) will leave you vulnerable even after you reach the ground. Think of Dante's aerial S — that big, straight down chop. If you don't connect with that, you're totally vulnerable and easily punished, even after you have landed (and if you think an aerial S might hit your opponent in the air, think again — as I mentioned, aerial S is slow).

Even against characters whose aerial S (what they'll get from trying to mash out of an air-tag) isn't as slow as Dante's, mashing is still unsafe. An opponent who predicts your mashing can briefly pause their air combo and set you up for an in-air reset. For instance, Spiderman can launch, Medium Attack, Medium Attack and then where an air-tag might go, instead of using direction + S (that's an air tag), he can use "web zip" into a quick Light Attack into a new air combo while you're vulnerable after hitting aerial S. That's just one basic example, but the options are character specific (everyone's aerial S is different, and of course different characters have different options in the air), and there are a lot of them.

In both cases, since the first combo was stopped, the damage scaling on what hits you next has fully reset instead of just a partial damage-scaling reset that you would have eaten from a successful tag, so mashing can pop you out of an attempted air-tag, but it also puts you at risk for an even worse beating.

If the thought is that mashing is a "free" counter that gets you out of any attempted air-tag... that will get you killed. You were mashing out of the air-tag to avoid a damage reset, but if they guess you're going to mash, you can get reset anyway.

Overall, air-tags have big rewards on offense, so using them is not guaranteed — attempting one on offense is, by design, risky. Mashing, however, is not a free way to avoid them — you will end up getting punished very badly if your opponent makes the correct read on you.

It's also worth mentioning that you don't have to ever actually use an air-tag. Regular, inescapable MvC3 combos are very powerful already, so going for an air-tag to reset your damage-scaling should be (and is) risky and situational.

Was RAM truly the issue for some of the cast?

Seth Killian: MvC3 as a game is definitely right up against the limits of available RAM and memory, but I don't recall that being an issue for a particular character.

Was Roman Cancel/Speed Up/Health Regen (X-Factor) the most innovative thing the team could come up with for the series? In TvC no other game had air-tags but MvC just upgraded it. Were any ideas dropped that seemed too odd for the game?

The goal with MvC3 wasn't to try and reinvent the wheel — MvC2 was a fantastic game that was a success from every perspective and still has an active fanbase after 10 years (probably less than 0.1% of games could say that). The expectation of "iterate on the established theme" is why we called it "MvC3" rather than creating some new name for a project that tried to do something totally new.

"Innovation" is good because it implies new ways to play, new possibilities, etc. The challenge is to make a good, or even a great game, that's got a billion possibilities and a ton of fun. The innovations in MvC3 are in the characters, both the way they play individually, and how they function as teams. MvC2 was probably one of the craziest, most free games ever made, and MvC3 actually seems to have significantly MORE possibilities (which is almost scary). It may be the greatest fighting "sandbox" that's ever been made.

As for paths we didn't go down, of course we have other ideas, but they may yet make their way into a future game, so it's not time to share them yet.

Was doing the game in Polygonal the best option? Even though sprites are more difficult wouldn't it have been more respectful to create a game that is a true next gen of the past? Was Capcom afraid it might look too similar?

I'm not sure what "more respectful" is supposed to mean, but there's nothing about the MvC3 models that's disrespectful — if anything I think most of the MvC3 characters (on both Capcom and Marvel side) have never looked better. You don't think Morrigan looks better than her MvC2 sprite?

I love me some sprites (and some games still use them), but I didn't like sprites *because* they were sprites, I liked them because they had a level of detail and amazing animations you didn't typically see in most 3D models, which were comparatively crude. When you actually look at the 3D models in some of our recent fighters, however, and in MvC3 in particular, that same level of detail and the crazy-good animations are still there. That's a product of the great work of Capcom artists and animators, not something to do with sprites/models.

3D models are also a much more flexible way to work, developmentally. You can have an idea for a great level 3 hyper and actually make it happen at even a relatively late stage, where if you had to use sprites there's no way that could have been a reality.

Finally... DONT MEGA-NERF LOW TIER Characters like Capcom did with El Fuerte... Please! It makes you guys look unprofessional. Favoring Ryu/Akuma is fine and all but beating a dead horse? That's just wrong!

Nobody likes nerfs — believe me I know. The idea is of course that selective nerfs/buffs combine to create a better overall game. Doesn't always work out that way in practice of course, but that's at least the idea — definitely not "we <3 Ryu."

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